Castles


CASTLE TABLE I: SIZE CLASS AND TYPE
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CASTLE TABLE II: INHABITANTS
Random Encounter Tables
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<Castles>
<(Unofficial)>
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DMG

<Fortresses:>

FREQUENCY, CASTLE: Rare ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized Plains])
FREQUENCY, CASTLE: Very rare ([Cold Civilized Mountains], [Cold Civilized Swamp], [Cold Civilized Desert])

FREQUENCY, FORTRESS: Rare ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest])
FREQUENCY, FORTRESS: Rare ([Cold Wilderness Swamp], [Cold Wilderness Plains], [Cold Wilderness Desert])

FREQUENCY, CASTLE: Rare ([Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Plains])
FREQUENCY, CASTLE: Very rare ([Temperate Civilized Mountains], [Temperate Civilized Swamp], [Temperate Civilized Desert])
FREQUENCY, CASTLE: Very rare ([Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness Plains])

FREQUENCY, FORTRESS: Rare ([Temperate Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Forest])
FREQUENCY, FORTRESS: Rare ([Temperate Wilderness Swamp], [Temperate Wilderness Plains], [Temperate Wilderness Desert])

FREQUENCY, CASTLE: Rare ([Tropical Civilized Hills], [Tropical Civilized Forest], [Tropical Civilized Plains])
FREQUENCY, CASTLE: Very rare ([Tropical Civilized Mountains], [Tropical Civilized Swamp], [Tropical Civilized Desert])

FREQUENCY, FORTRESS: Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Forest]
FREQUENCY, FORTRESS: Rare ([Tropical Wilderness Swamp], [Tropical Wilderness Desert])
FREQUENCY, FORTRESS: Very rare ([Tropical Wilderness Plains])


 

Uninhabited areas are not all wilderness.
There will be small settlements and a few strongholds scattered about.
If the roll of d20 indicates that there is a fortress in the AREA,
the party will be within visual range of the construction -- 1/2 to 5 miles depending on terrain considerations. <WSG: Vision & Visibility>
The castle type, the master of the stronghold, his || her forces, and the castle's awareness of the party of adventurers is treated below.

CASTLE TABLE I: SIZE CLASS AND TYPE
 
Dice Roll Size Class Type
01-10 Small Small shell keep
11-25 Small Tower
26-35 Small Moat house or friary
36-45 Medium Large shell keep
46-65 Medium Small walled castle with keep
66-80 Medium Medium walled castle with keep
81-88 Large Concentric castle
89-95 Large Large walled castle with keep
96-00 Large Fortress complex

For details of castle types see CONSTRUCTIONS AND SIEGE ENGINES.
<can't find this: the closest so far is some construction times at Construction Time>

CASTLE TABLE II: INHABITANTS
 
Dice Roll Castle Size Inhabitants
01-45 Small Totally deserted
46-60 Small Deserted (monster therein)*
61-70 Small Humans
71-00 Small Character-types
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01-30 Medium Totally deserted
31-50 Medium Deserted (monster therein)*
51-65 Medium Humans
66-00 Medium Character-types
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01-15 Large Totally deserted
16-40 Large Deserted (monster therein)*
41-60 Large Humans
61-00 Large Character-types

* Roll on the appropriate OUTDOOR ENCOUNTER TABLE, ignoring any rolls which indicate men.

Notes on Castle Table II:

Totally deserted indicates the construction is in disrepair and upon close
inspection appears empty.

Deserted castles appear as totally deserted ones, even upon close inspection,
but entry into the construction will discover the monster.

Humans means that the place is occupied by bandits, brigands, etc.
Determine this as follows:

CASTLE SUB-TABLE II. A.:
 
Dice Roll Humans are:
01-25 Bandits
26-85 Brigands
86-97 Berserkers
98-00 Dervishes

Numbers and other details of these humans are given in the MONSTER MANUAL under the heading of MEN.

Character-types refers to the basic and sub-classes of characters:

CASTLE SUB-TABLE II.B.:
 
Dice Score Master's Class  and Level
01-18 CLERIC 9th-12th
19-20     Druid 12th-13th
21-65 FIGHTER 9th-12th
66     Paladin 9th-10th
67-68     Ranger 10th-13th
69-80 MAGIC-USER 11th-14th
81-85     Illusionist* 10th-13th
86-93 THIEF 10th-14th
94-96     Assassin 14th
94-99 MONK** 9th-12th
00 BARD 23rd

* Illusionists' strongholds will often be covered by an illusion to appear as
a mound of rock, a ruined place or a huge castle.

** Monks' strongholds will usu. be monasteries, resembling a type of
enlarged moat house, having fewer of the defensive constructions of a
typical castle -- but being nonetheless formidable.

For magic items possessed by the stronghold's master,
as well as for discovering the level of his || her henchmen,
USE the Character Subtable of the DUNGEON RANDOM MONSTER TABLES.
There will be from 2-5 henchmen found within a fortress.
Certain character types will have special followers, and these will be found there also.
However, except for the clerical profession, these followers will not serve as the main castle garrison.
These men-at-arms will be:
 
9-12 heavy horse, splint mail & shield, lance, long sword, mace
9-16 light horse, studded leather, light crossbow, long sword
13-24 men-at-arms, scale mail, shield, spear, hand axe
7-12 men-at-arms, scale mail, heavy crossbow, morning star


 

Cavalry will be stabled and fight on the walls when necessary.
Each of the above units will be led by a fighter of 3rd or 4th level with normal chances for magic items. <Swordsman (F3) || Hero (F4)>
Leaders are in addition to the figures shown.

Fortresses will be stocked with food, water, and supplies of arms and missiles.
Each will have artillery and sufficient crew to operate each engine as follows:
 
Fortress Type Ballistae
Scorpions
Light 
Catapults
Oil 
Cauldrons
Moathouse 2 - 1
Tower 1 - 1
Shell keep - 1 2
Small castle 1 1 2
Small concentric castle 2 1 4
Medium castle 2 2 5
Medium concentric castle 4 2 6
Large castle 4 4 8


 

To determine if the occupants of the stronghold are aware of the party of
adventurers, roll a surprise die for the latter, and if they are surprised, then
the fortress occupants know they are there -- if surprise is 2 or greater, the
occupants are actually outside the place and within normal surprise
distance of the party of adventurers. Otherwise, the adventurers have not
been detected, and they may opt to pass the place by || go and investigate
it.

The reactions of the castle or other type to stronghold the adventurer
party are discovered as normally done. Friendly || hostile reactions
will be dictated by the culture && society of the AREA. For instance, if you have
the AREA as a typical medieval European fantasy one, a friendly reaction
will result in the host party welcoming the adventurers, feting them, and
offering an escort to the borders of their territory when they choose to
leave (but meanwhile entertaining them royally with hunts, drinking
bouts, etc.) A neutral reaction would be refusal to allow them into the
place without facing one or more their fighters in some form of
non-lethal combat (such as jousting), and taking armor && weapons from
them if they lose; or it could as well be a demand for a toll to pass through,
meanwhile keeping the castle gates shut tight. A hostile reaction could be
feigning good fellowship, getting the adventurers drunk, and then
stripping them, and imprisoning them for ransom; or it could result in
immediate attack.

You must decide.